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    Shrieker

    The purple toadstool trembles as it emits a piercing scream.

    Shrieker CR 1

    XP 400
    N Small plant
    Init +0; Senses blindsight 60 ft.; Perception +1

    DEFENSE

    AC 14, touch 11, flat-footed 13 (+3 natural, +1 size)
    hp 11 (2d8+2)
    Fort +4, Ref +0, Will +0
    Immune sonic, plant traits

    OFFENSE

    Speed 5 ft.
    Space 5 ft.; Reach 0 ft.
    Special Attacks shriek (DC 11 Fort, 1d4 sonic)

    STATISTICS

    Str 9, Dex 10, Con 13, Int --, Wis 12, Cha 10
    Base Atk +1; CMB -2; CMD 8 (can't be tripped)
    Languages none

    SPECIAL ABILITIES

    Shriek (Ex)

    Light sources or movement within 10 feet of a shrieker causes it to emit a piercing sound that lasts for 1d3 rounds. All creatures within 30 feet of a shrieker when it emits this noise must succeed on a DC 11 Fortitude save or take 1d4 sonic damage each round. A creature that successfully saves is not subject to the same shrieker’s noise for 24 hours. The save DC is Constitution-based.

    Lore

    Characters with ranks in Knowledge (nature) can learn more about a Shrieker. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

    Knowledge (nature)

    DC Result
    DC 11 Shriekers are subterranean plants that emit a loud wail when they sense movement or light.
    DC 16 Subterranean predators know a shrieker’s noise indicates the presence of possible prey and move toward the sound.
    DC 21 Some civilized underground creatures use shriekers to alert them to the presence of intruders.
    DC 26 Shriekers sometimes form symbiotic relationships with aggressive, mobile plant creatures.